I have been developing a text-based rpg in C++, using sqlite as my database.
When it comes to interactions that change the world around the player in some permanent fashion I have been unable to find ...

I'm making a real-time 2D MMORPG in Java. Currently data all surrounding NPCs' and players' data is sent so frequently that the client crashes—it can't handle the data quickly enough. I'm sending data ...

I am making game in UNITY3D and Its getting too big, I want to store the game data in sdcard by downloading it when the game start (same like most of gameloft's games).
I tried AndroidOBB plugin and ...

I want to make my game as fast as possible as it is real time and fast paced. I have already decided to encrypt my data here and I was wondering whether compressing it would be faster for the client ...

I am using Java to write a moderately simple video game and I need to transfer some large files (edit: Live game data and possibly assets.) between the client and the server. I need to decide whether ...

Is there any other recommended data I should store in the vertex buffers aside from a vertex' coordinates, normals and texture coordinates?
For example data I'd need for a feature that almost every ...

A friend of mine and I are always talking about our current progress in learning game development. Recently, saving the game (data persistence) came up, and when I summarized how I tackled that for my ...

I am developing an editor for my game and I like to implement something like this (screenshot from wc3 editor):
(I need the pathmap)
I have one implementation already, I just store in chunk renderer ...

I'm working on an RPG and I'm trying to figure out how to manage the different levels/areas in the game. Currently I create a new state (source file) for every area, defining its unique aspects. My ...

I've been reading over the various chapters available at http://gameprogrammingpatterns.com, and in particular his chapter over Data Locality(http://gameprogrammingpatterns.com/data-locality.html) has ...

I'm currently attempting to implement an undo/redo function for my map editor for a tile-based 2D platformer game made with XNA. I've found a lot of resources online about this and decided to try to ...

I want to offload some 3D calculations to the GPU without raising my requirements to DX10. Specifically, I am generating densities in 64x64x64 3D blocks, which fit nicely into 512x512 2D textures. I ...

I'm developing a 2d (top down) tile-based strategy game that is web based. It uses PHP and a MYSQL database along with jquery. It was originally a mostly text-based game. I have since developed what I ...

What is safest possible way to store data? Specific directory? (De-)hashing method? Specific permissions?
Let say I have file *.txt file; the only *.txt file. I have there important data. What can I ...

I'm building a game where enemies come in waves. I want to create a file where I can define data about the waves (# of enemies, spawn times, speeds, etc.). I come from a background in iOS and would ...

I've worked with tile-based engines before (a few years ago when I was pretty green). Now that I know a bit more, I want to revisit tile-based engines but I want to approach it correctly. I want to ...

I've recently created a small galiga like game recently using JavaScript and HTML5. I've run into a bit of trouble saving cookies, the cookie saves, but then resets itself when the page is refreshed, ...

Whilst working on examples and upgrades for my C++ Entity System, something randomly caught the attention of my mind, by surprise: duplicate data. What I'm referring to is how an entity system that ...

What is generally used to store persistent data in online games - browser games/facebook apps, in particular?
I have used MySQL in web development before - but I've read that it's not very scalable, ...

I'm new to lua and I'm wondering, is it efficient to use lua to store game data (such as monster's description, spells).
My problem is,
when I try to create a monster object every second, I have to ...

In lieu of a typical implementation of entity-component systems, I've gone the data-oriented route described by Jason Gregory in Game Engine Architecture. This works really well for common properties ...

In a simple business simulation game (built in Java + Slick2D), should a player's current amount of money be stored as a float or an int, or something else?
In my use-case, most transactions will use ...

I'm trying to figure out the best design here, and I can see multiple approaches, but none that seems "right."
There are three relevant classes here: Base, TradingPost, and Resource. Each Base has a ...

I want to write a simple game with a block world like in Minecraft. My theoretical question is what is the best way to handle this block informations during playing. My first Idea was a huge array but ...

What options are there for saving game data in a secure manner? I'm interested in solutions specifically tailored for C++.
I'm looking for something that is fast and easy to use. I'm only concerned ...

so like the title says i'm trying to think of ways that i can basically improve my level/map data. Currently it's "alright" but i don't feel it's great. There's certain things that i'd like to-do to ...

I have a pretty simple character rig animation. How can I export the raw data of that animation?
I'm looking for some way to export a raw text array of data that tells exactly what every joint does ...

I would like to know if anyone has recommendations or experience with using an in memory data store for a real time, non-networked game. This is not necessarily for loading levels or saving data, but ...